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void Start() + [Header("Glitch Object")] + public GameObject glitchObject; + + void OnEnable() { _randomOffset = Random.Range(0f, 1000f); StartCoroutine(FlickerRoutine()); @@ -32,27 +35,38 @@ namespace Unheimlich.VFX { while (true) { - float t = Mathf.PerlinNoise(Time.time * flickerSpeed + _randomOffset, 0f); - ApplyFlicker(t); + if (flickerSpeed > 0f) + { + float t = Mathf.PerlinNoise(Time.time * flickerSpeed + _randomOffset, 0f); + ApplyFlicker(t); + } + else + { + if (targetLight) targetLight.intensity = 0f; + } - if (Random.value < glitchChance) + if (Random.value < glitchChance * Time.deltaTime) yield return StartCoroutine(GlitchBurst()); yield return null; } } - private IEnumerator GlitchBurst() { float elapsed = 0f; float duration = Random.Range(glitchMinDuration, glitchMaxDuration); + if (glitchObject) glitchObject.SetActive(true); + while (elapsed < duration) { ApplyFlicker(Random.value); elapsed += Time.deltaTime; yield return null; } + + if (glitchObject) glitchObject.SetActive(false); + if (targetLight) targetLight.intensity = 0f; } private void ApplyFlicker(float t)